/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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 * This file incorporates work covered by the following license notice:
 *
 *   Licensed to the Apache Software Foundation (ASF) under one or more
 *   contributor license agreements. See the NOTICE file distributed
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 *   ownership. The ASF licenses this file to you under the Apache
 *   License, Version 2.0 (the "License"); you may not use this file
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#include <sdr/contact/viewcontactofe3d.hxx>
#include <sdr/contact/viewobjectcontactofe3d.hxx>
#include <svx/obj3d.hxx>
#include <drawinglayer/primitive2d/embedded3dprimitive2d.hxx>
#include <svx/sdr/contact/viewcontactofe3dscene.hxx>
#include <svx/scene3d.hxx>
#include <drawinglayer/primitive3d/transformprimitive3d.hxx>
#include <drawinglayer/attribute/sdrsceneattribute3d.hxx>
#include <drawinglayer/attribute/sdrlightingattribute3d.hxx>
#include <drawinglayer/attribute/sdrlightattribute3d.hxx>
 
namespace {
 
const sdr::contact::ViewContactOfE3dScene* tryToFindVCOfE3DScene(
    const sdr::contact::ViewContact& rCandidate,
    basegfx::B3DHomMatrix& o_rInBetweenObjectTransform)
{
    const sdr::contact::ViewContactOfE3dScene* pSceneParent =
        dynamic_cast< const sdr::contact::ViewContactOfE3dScene* >(rCandidate.GetParentContact());
 
    if(pSceneParent)
    {
        // each 3d object (including in-between scenes) should have a scene as parent
        const sdr::contact::ViewContactOfE3dScene* pSceneParentParent =
            dynamic_cast< const sdr::contact::ViewContactOfE3dScene* >(pSceneParent->GetParentContact());
 
        if(pSceneParentParent)
        {
            // the parent scene of rCandidate is an in-between scene, call recursively and collect
            // the in-between scene's object transformation part in o_rInBetweenObjectTransform
            const basegfx::B3DHomMatrix& rSceneParentTransform = pSceneParent->GetE3dScene().GetTransform();
            o_rInBetweenObjectTransform = rSceneParentTransform * o_rInBetweenObjectTransform;
            return tryToFindVCOfE3DScene(*pSceneParent, o_rInBetweenObjectTransform);
        }
        else
        {
            // the parent scene is the outmost scene
            return pSceneParent;
        }
    }
 
    // object hierarchy structure is incorrect; no result
    return nullptr;
}
 
} // end of anonymous namespace
 
namespace sdr::contact {
 
drawinglayer::primitive2d::Primitive2DContainer ViewContactOfE3d::impCreateWithGivenPrimitive3DContainer(
    const drawinglayer::primitive3d::Primitive3DContainer& rxContent3D) const
{
    drawinglayer::primitive2d::Primitive2DContainer xRetval;
 
    if(!rxContent3D.empty())
    {
        // try to get the outmost ViewObjectContactOfE3dScene for this single 3d object,
        // the ones on the way there are grouping scenes. Collect the in-between scene's
        // transformations to build a correct object transformation for the embedded
        // object
        basegfx::B3DHomMatrix aInBetweenObjectTransform;
        const ViewContactOfE3dScene* pVCOfE3DScene = tryToFindVCOfE3DScene(*this, aInBetweenObjectTransform);
 
        if(pVCOfE3DScene)
        {
            basegfx::B3DVector aLightNormal;
            const double fShadowSlant(pVCOfE3DScene->getSdrSceneAttribute().getShadowSlant());
            const basegfx::B3DRange aAllContentRange = pVCOfE3DScene->getAllContentRange3D();
            drawinglayer::geometry::ViewInformation3D aViewInformation3D(pVCOfE3DScene->getViewInformation3D());
 
            if(!pVCOfE3DScene->getSdrLightingAttribute().getLightVector().empty())
            {
                // get light normal from first light and normalize
                aLightNormal = pVCOfE3DScene->getSdrLightingAttribute().getLightVector()[0].getDirection();
                aLightNormal.normalize();
            }
 
            if(!aInBetweenObjectTransform.isIdentity())
            {
                // if aInBetweenObjectTransform is used, create combined ViewInformation3D which
                // contains the correct object transformation for the embedded 3d object
                aViewInformation3D = drawinglayer::geometry::ViewInformation3D(
                    aViewInformation3D.getObjectTransformation() * aInBetweenObjectTransform,
                    aViewInformation3D.getOrientation(),
                    aViewInformation3D.getProjection(),
                    aViewInformation3D.getDeviceToView(),
                    aViewInformation3D.getViewTime(),
                    aViewInformation3D.getExtendedInformationSequence());
            }
 
            // create embedded 2d primitive and add. LightNormal and ShadowSlant are needed for evtl.
            // 3D shadow extraction for correct B2DRange calculation (shadow is part of the object)
            const drawinglayer::primitive2d::Primitive2DReference xReference(
                new drawinglayer::primitive2d::Embedded3DPrimitive2D(
                    rxContent3D,
                    pVCOfE3DScene->getObjectTransformation(),
                    std::move(aViewInformation3D),
                    aLightNormal,
                    fShadowSlant,
                    aAllContentRange));
 
            xRetval = drawinglayer::primitive2d::Primitive2DContainer { xReference };
        }
    }
 
    return xRetval;
}
 
ViewContactOfE3d::ViewContactOfE3d(E3dObject& rSdrObject)
:   ViewContactOfSdrObj(rSdrObject)
{
}
 
ViewContactOfE3d::~ViewContactOfE3d()
{
}
 
drawinglayer::primitive3d::Primitive3DContainer const & ViewContactOfE3d::getVIP3DSWithoutObjectTransform() const
{
    // local up-to-date checks. Create new list and compare.
    drawinglayer::primitive3d::Primitive3DContainer xNew(createViewIndependentPrimitive3DContainer());
 
    if(mxViewIndependentPrimitive3DContainer != xNew)
    {
        // has changed, copy content
        const_cast< ViewContactOfE3d* >(this)->mxViewIndependentPrimitive3DContainer = std::move(xNew);
    }
 
    // return current Primitive2DContainer
    return mxViewIndependentPrimitive3DContainer;
}
 
drawinglayer::primitive3d::Primitive3DContainer ViewContactOfE3d::getViewIndependentPrimitive3DContainer() const
{
    // get sequence without object transform
    drawinglayer::primitive3d::Primitive3DContainer xRetval(getVIP3DSWithoutObjectTransform());
 
    if(!xRetval.empty())
    {
        // add object transform if it's used
        const basegfx::B3DHomMatrix& rObjectTransform(GetE3dObject().GetTransform());
 
        if(!rObjectTransform.isIdentity())
        {
            const drawinglayer::primitive3d::Primitive3DReference xReference(
                new drawinglayer::primitive3d::TransformPrimitive3D(
                    rObjectTransform,
                    xRetval));
 
            xRetval = { xReference };
        }
    }
 
    // return current Primitive2DContainer
    return xRetval;
}
 
void ViewContactOfE3d::createViewIndependentPrimitive2DSequence(drawinglayer::primitive2d::Primitive2DDecompositionVisitor& rVisitor) const
{
    // also need to create a 2D embedding when the view-independent part is requested,
    // see view-dependent part in ViewObjectContactOfE3d::createPrimitive2DSequence
    // get 3d primitive vector, isPrimitiveVisible() is done in 3d creator
    return rVisitor.visit(impCreateWithGivenPrimitive3DContainer(getViewIndependentPrimitive3DContainer()));
}
 
ViewObjectContact& ViewContactOfE3d::CreateObjectSpecificViewObjectContact(ObjectContact& rObjectContact)
{
    ViewObjectContact* pRetval = new ViewObjectContactOfE3d(rObjectContact, *this);
    DBG_ASSERT(pRetval, "ViewContactOfE3d::CreateObjectSpecificViewObjectContact() failed (!)");
 
    return *pRetval;
}
 
}
 
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */

V530 The return value of function 'normalize' is required to be utilized.